Using Blender for Doom 3 Modeling
From The DarkMod Wiki
Posted originally by Magnesius:
I am quite happy with Blender, and I would recommend it to everyone. Like with all more complex applications, you have to be ambitious until you get your first results.
- Start with http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro. Although this wiki book has a badly chosen title, the beginning is helpful when you make your first steps with Blender. But beware - Blender is not really intuitive at the beginning. However, once you learned all the keyboard shortcuts, you'll quickly get into the workflow. I followed this tutorial up to the animation part of the Gingerbread man, and continued with...
- http://blender3d.org/cms/Tutorials.243.0.html (esp. the "materials"-part is important). This is the official tutorial list, search there first when you want to learn something (e.g. animating a mesh). Take a look at several tutorials there, and extend your skills a bit.
- Once you have created your first cube, your first vase and so on with Blender, you might want to export it to Doom.
These tutorials are important, read them carefully:
- http://www.katsbits.com/htm/tutorials/doom_3_prepping_models.htm
- http://www.katsbits.com/htm/tutorials/doom_3_smooth_groups.htm
Export scripts
- ASE and LWO export scripts for recent Blender versions (2.7x, 2.8x - 2.9x)
Obsolete scripts
These are very old scripts which will almost certainly not work in latest Blender versions. Using the latest ASE and LWO scripts above, manual material replacement is not necessary since the shader name can simply be entered as the Blender material name.
- Snapshot of the ASE export script for Blender -- currently version 0.6.10
- ASE installer script -- a small convenience script for installing an ASE file into a given location (i.e. under the models/ hierarchy) while automatically making texture name replacements from a list in a separate file.